Enchanting

From Wyvern Source
Jump to: navigation, search

Enchanting Machine

Overview

Enchanting allows items to gain the enchant stat, which is listed at the beginning of an item's name. Note that player-enchanting is an entirely different stat than enchantments "of <something>", and can only be endowed through the enchantment process. It is now possible to enchant up to +10 (previously enchantments were capped at +7).

For armor, enchanting gives 2 more AC per enchantment level, which reduces the amount of incoming damage. For example, if you have 3 items enchanted to +5 you will add between 0 and 30 to your AC due to how damage is calculated. Each enchantment level on armor also gives 5% death protection, increasing the death protection stat to the point where even a monster's death ray spell will not affect you.

For weapons, enchanting will simply increase the WC of the weapon by 1 WC per enchantment level.

How to

To enchant gear you need to have the spell Enchant Weapon or Enchant Armor which will take the base enchant value and attempt to increase it by 1. You can also use scrolls of the desired spells. Using scrolls does not require a gem reagent but always have the effect of some amount of spirit and earth skill, meaning it won't work beyond +1 or +2.

Enchanting has a chance of destroying the item and hurting yourself. For maximum efficiency on enchanting you will need many skill points trained in Spirit and Earth magic. For instance to enchant an item from +2 to +3 with 13 Earth and 7 Spirit gives a 60% chance, and to enchant an item from +6 to +7 with 36 Earth and 35 Spirit suggests a chance of 31 percent.

Cost of Enchanting

The enchanting spells require a diamond for weapons and a ruby for armor. The gems must have a certain value for the spell to be cast, but otherwise the value of the gem does not affect the success chance. If you have the spell you can find out the cost by casting and choosing an item.

Enchant Tokens

Enchant tokens are scrolls found in wherever scrolls are sold for 10 gold. They allow anyone in the Mages Guild to use the "prepare" command to cast the enchant spell for any enchant stat up to 7 and apply that stat and success chance to the token to be used at a later time or to be sold once. The token will show the chance of success based on the caster's skills.

enchanting success and costs

level 0 5 10 15 20 25 30 35 40 45 50
combined (spirit+earth) 0 10 20 30 40 50 60 70 80 90 100 Column12 cost per level cost to level
+1 76 86 96 100 100 100 100 100 100 100 100 1 1000 1000
+2 62 72 82 92 100 100 100 100 100 100 100 2 1000 2000
+3 58 68 78 88 98 100 100 100 100 100 100 3 2000 4000
+4 44 54 64 74 84 94 100 100 100 100 100 4 4000 8000
+5 30 40 50 60 70 80 90 100 100 100 100 5 6000 14000
+6 12 22 32 42 52 66 76 86 96 100 100 6 8000 22000
+7 2 12 22 32 42 52 62 72 82 92 100 7 10000 32000
+8 0 0 8 18 28 38 48 58 68 78 88 8 15000 47000
+9 0 0 0 4 14 24 34 44 54 64 74 9 20000 67000
+10 0 0 0 0 0 10 20 30 40 50 60 10 25000 92000